Damiano Gerli at waynow Gaming explores the plethora of Italian internet and popular culture references in Vampire Survivors, including singers, anime, food and dairy brands, and a couple of earthier references, including one that could be taken as a name for someone unafraid to break wind as much as possible.
For this Perceptive Podcast, I spoke with game designer, journalist, and photographer, Jon to talk about designing the game I Am Yours — a game meant to explore the emotions around a traumatic event.
We talked about game journalism and being an indie developer, along with the challenges of walking that line between telling an emotionally driven story and not trying to glamorize or downplay its meaning for a game.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
For this perceptive podcast, I sat down with Mireneye from Twinlake Minstrals to discuss developing their first major game Dynasthir — a 3D action RPG. We spoke about their goal in developing it, working in Unreal, and other aspects of the game’s development.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
The ending of Power Wash Simulator is too adorable to miss. It does count as a spoiler technically, but it doesn’t really give much way. It does contain that most important of elements to any current-era web content: KITTIES.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
On each episode of Indie Inquiries, we review an indie game store page and provide marketing advice for how to best present your game. For this episode we looked at Elven Warmaiden. If you would like me to look at your game in the future, please reach out.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
This is a double review of Lunistice and A Space for the Unbound. Lunistice was played with a retail key, and Space was played with a press key provided by the developer.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Broken Connections is a little game by prolific roguelike creator Slashie, Santaigo Zapata (Facebook), that puts you in the shoes of Rogue co-creator Glenn Wichman (also on Facebook) in 1980. His then-roommate Michael Toy (yep, also on Facebook) worked on Rogue over a dialup connection to the mainframe at the University of California at Santa Cruz. The game poses a (probably fictional) situation that the connection is lost, and you are tasked with traveling to campus and finding out what is wrong with the connection and reestablishing it before the system reboots and a weekend’s work is lost.
There’s no enemies or anything like that. It’s a turn-limited quest that only requires that you find your way to the machine in time and plug in a cable, but along the way you encounter a number of people who have minor problems, or recognize you and want to tell you about something, or are just about on their day. Glenn is a very nice person, but it’s up to you if you want to engage with them or continue along on the task you’re there to do. If you feel up to it, you can go back after plugging the cable in, when there isn’t a pressing time limit.
The stakes are pretty minor. If you don’t make it, a weekend’s work is lost. I’m sure Michael Toy can recreate his work, but it’d still be very nice to be able to save it. There is no big win condition, or reward for being nice to people, other the just being a good person. In that way it’s like real life.
This is another huge topic that I should come back to later, but in the meantime here’s an article, mostly about the British type-in scene, from Wireframe Magazinne last year. It mentions the longest type-in game ever, Axys: The Last Battle (Youtube), an Amstrad program that had to be printed in five successive issues, and what it calls the best type-in game of all, Crossroads from COMPUTE!, although I’m dubious about that claim, there were lots of type-ins. It’s definitely great, though. It’s worth a read if you have the time, although who has enough of that these days?
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Indie Games Plus’s Joel Couture, who’s kind of a friend of the blog, reviewed this silly exploratory platformer/horror game/dating sim. They admit that they’re running a campaign to promote it, but that it doesn’t affect their review. I believe them, because the premise is way too ridiculous and charming to pass up. I can assure you that I have no connection with them! It’s on the PS Store, the Xbox Store (if that’s what it’s called, I’m fuzzy on it), the Epic Store, and Steam, which is a store but doesn’t include the word store in its name. They say It’ll be in the Switch eStore eShop later on.
You can choose to play either a male or female Dracula. I don’t see signs of a gender ambiguous version, but we are talking about a vampire here, they’re kind of notorious in popular culture for not caring a lot about what their partner’s sex or gender is. There’s 12 monsters across two genders and lots of species. Hey, it’s got Cthulhu in a dress!
Admittedly there’s lots of games that don’t live up to a great premise. The memory of the $4 I wasted on Animal Fight Club still sticks in my craw. The Steam reviews are mostly positive, with some people complaining of jank and some implementation issues, so you should know about that going in. But it’s only been out a week so far, so it’s likely to improve in the coming months. It’s up to you if you want to jump the gun now or wait to see if it gets better, but its presentation is charming already, tastefully sexy and playful without being raunchy. I can appreciate that!